// Copyright 2022 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "common/scope_exit.h" #include "video_core/renderer_opengl/gl_format_reinterpreter.h" #include "video_core/renderer_opengl/gl_state.h" namespace OpenGL { class RGBA4toRGB5A1 final : public FormatReinterpreterBase { public: RGBA4toRGB5A1() { constexpr std::string_view vs_source = R"( out vec2 dst_coord; uniform mediump ivec2 dst_size; const vec2 vertices[4] = vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0)); void main() { gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0); dst_coord = (vertices[gl_VertexID] / 2.0 + 0.5) * vec2(dst_size); } )"; constexpr std::string_view fs_source = R"( in mediump vec2 dst_coord; out lowp vec4 frag_color; uniform lowp sampler2D source; uniform mediump ivec2 dst_size; uniform mediump ivec2 src_size; uniform mediump ivec2 src_offset; void main() { mediump ivec2 tex_coord; if (src_size == dst_size) { tex_coord = ivec2(dst_coord); } else { highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x); mediump int y = tex_index / src_size.x; tex_coord = ivec2(tex_index - y * src_size.x, y); } tex_coord -= src_offset; lowp ivec4 rgba4 = ivec4(texelFetch(source, tex_coord, 0) * (exp2(4.0) - 1.0)); lowp ivec3 rgb5 = ((rgba4.rgb << ivec3(1, 2, 3)) | (rgba4.gba >> ivec3(3, 2, 1))) & 0x1F; frag_color = vec4(vec3(rgb5) / (exp2(5.0) - 1.0), rgba4.a & 0x01); } )"; program.Create(vs_source.data(), fs_source.data()); dst_size_loc = glGetUniformLocation(program.handle, "dst_size"); src_size_loc = glGetUniformLocation(program.handle, "src_size"); src_offset_loc = glGetUniformLocation(program.handle, "src_offset"); vao.Create(); } PixelFormat GetSourceFormat() const override { return PixelFormat::RGBA4; } void Reinterpret(const OGLTexture& src_tex, Common::Rectangle src_rect, const OGLTexture& dst_tex, Common::Rectangle dst_rect) override { OpenGLState prev_state = OpenGLState::GetCurState(); SCOPE_EXIT({ prev_state.Apply(); }); OpenGLState state; state.texture_units[0].texture_2d = src_tex.handle; state.draw.draw_framebuffer = draw_fbo.handle; state.draw.shader_program = program.handle; state.draw.vertex_array = vao.handle; state.viewport = {static_cast(dst_rect.left), static_cast(dst_rect.bottom), static_cast(dst_rect.GetWidth()), static_cast(dst_rect.GetHeight())}; state.Apply(); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex.handle, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight()); glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight()); glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } private: OGLProgram program; GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1}; OGLVertexArray vao; }; class ShaderD24S8toRGBA8 final : public FormatReinterpreterBase { public: ShaderD24S8toRGBA8() { constexpr std::string_view vs_source = R"( out vec2 dst_coord; uniform mediump ivec2 dst_size; const vec2 vertices[4] = vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0)); void main() { gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0); dst_coord = (vertices[gl_VertexID] / 2.0 + 0.5) * vec2(dst_size); } )"; constexpr std::string_view fs_source = R"( in mediump vec2 dst_coord; out lowp vec4 frag_color; uniform highp sampler2D depth; uniform lowp usampler2D stencil; uniform mediump ivec2 dst_size; uniform mediump ivec2 src_size; uniform mediump ivec2 src_offset; void main() { mediump ivec2 tex_coord; if (src_size == dst_size) { tex_coord = ivec2(dst_coord); } else { highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x); mediump int y = tex_index / src_size.x; tex_coord = ivec2(tex_index - y * src_size.x, y); } tex_coord -= src_offset; highp uint depth_val = uint(texelFetch(depth, tex_coord, 0).x * (exp2(32.0) - 1.0)); lowp uint stencil_val = texelFetch(stencil, tex_coord, 0).x; highp uvec4 components = uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu); frag_color = vec4(components) / (exp2(8.0) - 1.0); } )"; program.Create(vs_source.data(), fs_source.data()); dst_size_loc = glGetUniformLocation(program.handle, "dst_size"); src_size_loc = glGetUniformLocation(program.handle, "src_size"); src_offset_loc = glGetUniformLocation(program.handle, "src_offset"); vao.Create(); auto state = OpenGLState::GetCurState(); auto cur_program = state.draw.shader_program; state.draw.shader_program = program.handle; state.Apply(); glUniform1i(glGetUniformLocation(program.handle, "stencil"), 1); state.draw.shader_program = cur_program; state.Apply(); // Nvidia seem to be the only one to support D24S8 views, at least on windows // so for everyone else it will do an intermediate copy before running through the shader std::string_view vendor{reinterpret_cast(glGetString(GL_VENDOR))}; if (vendor.find("NVIDIA") != vendor.npos) { use_texture_view = true; } else { LOG_INFO(Render_OpenGL, "Texture views are unsupported, reinterpretation will do intermediate copy"); temp_tex.Create(); } } PixelFormat GetSourceFormat() const override { return PixelFormat::D24S8; } void Reinterpret(const OGLTexture& src_tex, Common::Rectangle src_rect, const OGLTexture& dst_tex, Common::Rectangle dst_rect) override { OpenGLState prev_state = OpenGLState::GetCurState(); SCOPE_EXIT({ prev_state.Apply(); }); OpenGLState state; state.texture_units[0].texture_2d = src_tex.handle; if (use_texture_view) { temp_tex.Create(); glActiveTexture(GL_TEXTURE1); glTextureView(temp_tex.handle, GL_TEXTURE_2D, src_tex.handle, GL_DEPTH24_STENCIL8, 0, 1, 0, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) { temp_tex.Release(); temp_tex.Create(); state.texture_units[1].texture_2d = temp_tex.handle; state.Apply(); glActiveTexture(GL_TEXTURE1); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, src_rect.right, src_rect.top); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); temp_rect = src_rect; } state.texture_units[1].texture_2d = temp_tex.handle; state.draw.draw_framebuffer = draw_fbo.handle; state.draw.shader_program = program.handle; state.draw.vertex_array = vao.handle; state.viewport = {static_cast(dst_rect.left), static_cast(dst_rect.bottom), static_cast(dst_rect.GetWidth()), static_cast(dst_rect.GetHeight())}; state.Apply(); glActiveTexture(GL_TEXTURE1); if (!use_texture_view) { glCopyImageSubData(src_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, src_rect.GetWidth(), src_rect.GetHeight(), 1); } glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex.handle, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight()); glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight()); glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (use_texture_view) { temp_tex.Release(); } } private: bool use_texture_view{}; OGLProgram program{}; GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1}; OGLVertexArray vao{}; OGLTexture temp_tex{}; Common::Rectangle temp_rect{0, 0, 0, 0}; }; FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() { const std::string_view vendor{reinterpret_cast(glGetString(GL_VENDOR))}; const std::string_view version{reinterpret_cast(glGetString(GL_VERSION))}; auto Register = [this](PixelFormat dest, std::unique_ptr&& obj) { const u32 dst_index = static_cast(dest); return reinterpreters[dst_index].push_back(std::move(obj)); }; Register(PixelFormat::RGBA8, std::make_unique()); LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation"); Register(PixelFormat::RGB5A1, std::make_unique()); } auto FormatReinterpreterOpenGL::GetPossibleReinterpretations(PixelFormat dst_format) -> const ReinterpreterList& { return reinterpreters[static_cast(dst_format)]; } } // namespace OpenGL